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Its Official: I HATE Vitality/Wound. You?
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<blockquote data-quote="Psion" data-source="post: 2567451" data-attributes="member: 172"><p>1) Invincible hero syndrome. Players with full HP don't fear crossbows, or in severe cases, leaps off of cliffs, etc.</p><p>2) Up or down syndrome. Heroes low on HP suffer no apparent penalty until they are very close to death.</p><p>3) Hardy old sage syndrome. In traditional D&D and similar syndromes, high skill rank = high level = a significant amount of HP. Star Wars (frex) allows you to make an old scientist that never gains vitality over the day that they graduated high school.</p><p>4) Hard to heal syndrome - a great hero who is taken to near death status is harder to magically heal than an inexperienced one. Yet their natural healing time is the same (the above are just hiccups AFAIAC; this is the one that really buggers with me.)</p><p></p><p>Note here that I am not saying that HP systems don't have their advantages; I use them myself. I am saying these are things I frequently consider when it comes time to house rules, variant systems, etc., and when it comes to evaluating how suitable different variant rules are.</p></blockquote><p></p>
[QUOTE="Psion, post: 2567451, member: 172"] 1) Invincible hero syndrome. Players with full HP don't fear crossbows, or in severe cases, leaps off of cliffs, etc. 2) Up or down syndrome. Heroes low on HP suffer no apparent penalty until they are very close to death. 3) Hardy old sage syndrome. In traditional D&D and similar syndromes, high skill rank = high level = a significant amount of HP. Star Wars (frex) allows you to make an old scientist that never gains vitality over the day that they graduated high school. 4) Hard to heal syndrome - a great hero who is taken to near death status is harder to magically heal than an inexperienced one. Yet their natural healing time is the same (the above are just hiccups AFAIAC; this is the one that really buggers with me.) Note here that I am not saying that HP systems don't have their advantages; I use them myself. I am saying these are things I frequently consider when it comes time to house rules, variant systems, etc., and when it comes to evaluating how suitable different variant rules are. [/QUOTE]
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Its Official: I HATE Vitality/Wound. You?
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